LambdaHack
Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at (by LambdaHack)
rattletrap
:car: Parse and generate Rocket League replays. (by tfausak)
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LambdaHack | rattletrap | |
---|---|---|
8 | 4 | |
612 | 146 | |
0.5% | - | |
6.5 | 6.8 | |
about 1 month ago | 2 months ago | |
Haskell | Haskell | |
BSD 3-clause "New" or "Revised" License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
LambdaHack
Posts with mentions or reviews of LambdaHack.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-12-17.
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Release announcement: Sphere
Looks really cool! Here's how I do releases: https://github.com/LambdaHack/LambdaHack/issues/76
- Sharing Saturday #393
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Game design question: how to base item generation on character skill, but not promote artificial optimal play?
here's the failed commit: https://github.com/LambdaHack/LambdaHack/commit/930dfd46b949d1525e900b997137389a8092305b
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[ANN] Monomer, a GUI library for Haskell
I've recently tried that and gave up (https://github.com/LambdaHack/LambdaHack/issues/248). Perhaps it's possible to statically link SDL2, but I learnt it's impossible to statically link the OpenGL and X11 libraries, so you end up with a partially statically linked binary (I didn't manage to obtain even that).
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Getting Started...
I did some plotline sketches on the github wiki of my project, but never used them so far. Not much use from the other musings there, either. Instead I tweak the templates for procedural generation directly in the code (game content part of the code, to be precise) and get a lot of mileage out of that. The only page of the wiki I got lots of benefit from is the derivation of the simplified formula for calculating speed, distance and damage of projectile from their weight: https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics#projectile-velocity-and-distance
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Getting to 1.0
Around a decade. No, one release per 1-2 years. The differences are quite large, both gameplay and, even more, UI, in particular in using ready fornts, then custom fonts, then many fonts at once. See the changelogs (that's only for the egine, but that's where most of the changes are made): https://github.com/LambdaHack/LambdaHack/releases
- Sharing Saturday #357
- Allure of the Stars v0.10.2.0 is out
rattletrap
Posts with mentions or reviews of rattletrap.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-02-03.
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[RLCS EU] Statistical top performers of the Spring European Open
rattletrap works quite well and is still actively maintained, the lack of stats is because we're a relatively small e-sport and stats are hard, meaning there just isn't that many people working on it - but not because of the tooling
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Help with Custom Decals in replays
This is the one (rattletrap) that can convert it back to replay as well (harder to read): https://github.com/tfausak/rattletrap/releases/tag/11.2.4
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how did i miss it in the replay?
Ah I see that's true. There is this (GitHub)[https://github.com/tfausak/rattletrap] that lets you edit stuff in replays. I haven't really fiddled too much with it, I really don't have a reason to edit replays. My speculation on the programming is that it uses AI techniques to assume what action you are going to do next based on your prior movements and tries to reconcile it in the event of latency mitigation or an error on their end.
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Change names in rocket league replay
But you need to first convert the replay to json, and then you can start to replace stuff. Then convert it back and it works. There are softwares that does the converting. When I was experimenting with those I tried 3 different replay parsers and I liked this the most: https://github.com/tfausak/rattletrap
What are some alternatives?
When comparing LambdaHack and rattletrap you can also consider the following projects:
tateti-tateti - Meta tic-tac-toe ncurses game.
netwire-input-glfw - MonadInput instances for GLFW based netwire programs
Nomyx - The Nomyx game
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
MazesOfMonad - simple game
monomer - An easy to use, cross platform, GUI library for writing Haskell applications.
Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at
HGE2D - 2D game engine written in Haskell
postgresql-simple-url - Heroku helpers for pulmurice server
werewolf-slack - A chat interface for playing werewolf in Slack
LambdaHack vs tateti-tateti
rattletrap vs netwire-input-glfw
LambdaHack vs Nomyx
rattletrap vs tateti-tateti
LambdaHack vs FunGEn
rattletrap vs MazesOfMonad
LambdaHack vs monomer
rattletrap vs FunGEn
LambdaHack vs Allure
rattletrap vs HGE2D
LambdaHack vs postgresql-simple-url
rattletrap vs werewolf-slack